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The Martial Swashbuckler (3.5, ToB, PEACH)

The Swashbuckler

“Always remember, it doesn’t matter if you win or lose, as long as you look really cool doing it.”

Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.Alignment: Any.Hit Die: d8.

Weapon and Armor Proficiency: A Swashbuckler is proficient with all simple and martial one-handed melee and throwing weapons, and with light armor, but not with shields.

Maneuvers: You begin your career with knowledge of two martial maneuvers. These maneuvers may be drawn from any three disciplines from the following list: Diamond Mind, Iron Heart, Setting Sun, Tiger Claw, and White Raven. These disciplines may not be changed once they are selected.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swashbucklers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered swashbuckler level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

A swashbuckler thrives on momentum and risk. Every time you perform a Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Sleight of Hand, Tumble or Use Rope check during in a combat encounter, and do not take 10 or take 20, you have a chance to recover at least one maneuver. If you succeed on a check requiring a roll of at least 10, you recover maneuvers equal to half your Charisma modifier. Otherwise (if you fail or the check is insufficiently difficult) your recover only a single maneuver. You cannot recover the same maneuver two rounds in a row in this fashion, and you cannot recover maneuvers as a result of skill checks executed as part of a maneuver.

Stances Known: You begin play with knowledge of one 1stlevel stance from any discipline open to swashbucklers. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Flamboyant Style: Swashbucklers don’t follow the sublime way in precisely the same way as other martial adepts. The following changes should be made to the disciplines available to the swashbuckler:

Diamond Mind— a swashbuckler can move and react just as fast as a normal practitioner of this disciple, but for her, mental domination has nothing to do with self-discipline. Instead, she seeks to belittle and distract his foes to gain an advantage. Change the key skill to Bluff, and any maneuvers that use Concentration checks use Bluff checks instead.

Supreme Finesse (Ex): At first level, a Swashbuckler gains Weapon Finesse as a bonus feat. She may apply the benefits of the ability to any one-handed weapon, provided that she has a light weapon or nothing in her off-hand. (If you have the Oversized Two-Weapon fighting feat, you may gain the benefits of this ability with a one-handed weapon in your off-hand.)

Acrobatic Charge (Ex): Starting at 2nd level, a Swashbuckler can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Evasion (Ex): At 2nd level and higher, a Swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Swashbuckler is wearing light armor or no armor. A helpless Swashbuckler does not gain the benefit of evasion.

Flair (Ex): At 3rd level, a Swashbuckler may add her Charisma modifier as a dodge bonus to AC. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

Speed Bonus (Ex): At 3rd level, a Swashbuckler gains a +5ft bonus to all forms of speed. At 6th level, and every third level thereafter, this bonus improves by 5 feet, to a maximum of +30ft at 18th level.

Buckle Your Swash (Ex): Starting at 4th level, a Swashbuckler adds twice her Swashbuckler level as a perfection bonus to all Balance, Jump, and Tumble checks. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

Bold Stunts (Ex): Starting at 5th level, a swashbuckler no longer provokes attacks of opportunity for acrobatic stunts that she performs in combat. In addition, she may ignore an amount of damage equal to her Swashbuckler level incurred from stunts, such as falling damage from a failed Balance check, or slashing damage from smashing through a window. (See the Maneuvers description for a more precise definition of stunts)

Catfall (Ex): Starting at 5th level, at Swashbuckler has developed certain techniques to help him cope with the dangers of high-flying stunts. When making a Tumble check to treat a fall as if it were shorter than it really is when determining damage, he reduces the effective height by a number of feet equal to the result of the Tumble check.

Wisecrack (Ex): Starting at 6th level, a Swashbuckler may add her Charisma bonus to damage with light and one-handed weapons, providing that she has either a light weapon or nothing in her off hand. (If you have the Oversized Two-Weapon fighting feat, you may gain the benefits of this ability with a one-handed weapon in your off-hand.)

Dashing Soul (Ex): Starting at 7th level, a Swashbuckler may use her Charisma bonus in place of her Wisdom modifier on Will saves and skill checks.

Acrobatic Speed (Ex): Starting at 8th level, a Swashbuckler may move at full speed when traversing difficult terrain or when jumping, swinging, or otherwise acrobatically moving..

Wallrun (Ex): Starting at 8th level, a Swashbuckler’s speed and agility is such that she can run along sheer surfaces. As long as she has a running start of at least 10 feet, she can traverse walls and other vertical surfaces. The distance and height she can reach is limited only by her movement speed. If she does not reach a flat surface by the end of her movement, she may make a Climb check to catch hold of the wall, with a DC equal to the normal Climb DC for the wall.

Acrobatic Mastery (Ex): Starting at 9th level, a Swashbuckler can take 10 on Balance, Jump, and Tumble checks. Doing so takes no longer than the check she is attempting to make normally does.

Dramatic Entrance (Ex): By 10th level, a Swashbuckler knows how to make an entrance, and how to make it count. During surprise rounds, she may add her Charisma modifier to melee attack rolls and her Swashbuckler level to melee damage rolls.

Fast Talk (Ex): Starting at 11th level, a Swashbuckler can talk rings around any lesser man. A number of times per day equal to her Charisma modifier, she may spend one minute talking to a target and make a special Diplomacy check, with a DC equal to the target’s Hit Dice plus its Wisdom modifier, plus a modifier based on their current attitude (+10 for Hostile, +5 for Unfriendly, -5 for Friendly, and -10 for Helpful). In addition, the DC is increased by 2 for creatures of different types (such as a humanoid trying to fast talk a giant) and 5 for very creatures of very different types (such as a humanoid trying to fast talk and aberration).

If you succeed on this check, the target must make a Will save (DC equal to 10 + 1/2 Swashbuckler level + Charisma modifier) or be affected as though by either a charm monster or suggestion spell (the Swashbuckler’s choice) with a caster level equal to the Swashbuckler level. However, this is an extraordinary effect, and cannot be dispelled or otherwise cancelled prematurely.

Improved Evasion (Ex): At 12th level, a Swashbuckler’s ability to avoid hostile magic is legendary. This ability works like evasion, except that while the Swashbuckler still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Swashbuckler does not gain the benefit of improved evasion.

Daring Escape (Ex): Starting at 13th level, a swashbuckler may gain the benefits of the freedom of movement spell for one round with a DC 30 Escape Artist check. For every 5 points by which her check exceeds the DC, the effect lasts for another round. Activating this ability is a swift action, but may not be done preemptively-- she must be affected by a restriction before she can escape it.

Skyfoot (Ex): Starting at 14th level, a Swashbuckler’s skill at jumping is so great that it can easily be mistaken for flight. As a swift action, she may jump any distance up to her base land speed without having to make a check. She may even jump straight up without penalty.

Dancing Charge (Ex): Starting at 15th level, a Swashbuckler is in perfect control of her movements, even when running at full speed. When charging, she may turn 45 degrees for every 10 feet of forward movement, in a similar fashion to a flying creature with clumsy maneuverability.

Contemptuous Movement (Ex): At 16th level, a Swashbuckler no longer provokes attacks of opportunity for moving through threatened squares or using movement-related skills.

Skydance (Ex): Starting at 17th level, a Swashbuckler has enough control over her body that she no longer falls helplessly to the ground. She gains a glide speed of 50 feet with good maneuverability, and can move 5 feet horizontally for every 10 feet of vertical descent.

Acrobatic Perfection (Ex): Starting at 18th level, a Swashbuckler can take 20 on Balance, Jump, and Tumble checks. Doing so takes no longer than the check she is attempting to make normally does.

Lightning Words (Ex): Starting at 19th level, when using her Fast Talk ability, as Swashbuckler may chose to affect the target with a dominate monster or geas/quest effect. If she chooses the dominate monster effect, she does not form a telepathic bond with the target, and cannot mentally direct it or receive sensory imput.

Spotlight (Ex): A 20th level Swashbuckler does not simply think that she’s the most impressive person around, she knows it. As an immediate action, she may take a full round’s worth of actions. However, doing so attracts the attention of all nearby creatures, who must make Will saves with a DC equal to 10 + ½ Swashbuckler level + her Charisma modifier or focus their attention— and, more importantly, attacks— on the Swashbuckler for 1d4 rounds. This ability may be used a number of times per day equal to the Swashbuckler’s Charisma modifier.

Last edited by Grod_The_Giant; 2012-03-22 at 06:54 PM.

Originally Posted by Grod_The_Giant

Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

What does MAR mean?

In the Diamond Mind class feature, you switch from "her" to "him".

I like the idea of a swashbuckling initiator, though personally I see no reason why Iron Heart fits the swashbuckler (Then again, I haven't played a warblade before, my knowledge of Iron Heart is admittedly mostly secondhand)

Awesome hell knight avatar by gr8artist!

"I thought you were a hero."
"Heroes are so common these days."
"All of this, it's all because of you! Why are you here?"
"Run home to your Sister, boy!"

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Originally Posted by NeoSeraphi

What does MAR mean?

"More Acronyms Required."

I like the idea of a swashbuckling initiator, though personally I see no reason why Iron Heart fits the swashbuckler (Then again, I haven't played a warblade before, my knowledge of Iron Heart is admittedly mostly secondhand)

Iron Heart is all about combat expertise. According to the description, "Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse." As for the maneuvers (the more important part)... Steel Wind, Disarming Strike, Wall of Blades, Absolute Steel Stance, Lightning Recovery, Mithral Tornado, Dancing Blade Form, Manticore Parry, Scything Blade, Adamantine Hurricane... all perfectly appropriate swashbuckler maneuvers, at least in my mind. The discipline has counters, multi-attack abilities, and more.

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Conceptually, I like it. There have been several attempts to implement the Swashbuckler as a martial class, and all of them previous to this have disappointed me in some way. This is something of an improvement. But ... on to the crunch.

The chassis looks fine, although six dead levels in a row make me cry.

Originally Posted by Grod_The_Giant

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Setting Sun, and Tiger Claw.

If you're implementing the standard homebrew swapping mechanic, I'd also allow for White Raven — a cocky Swashbuckler shouting out orders to his allies seems entirely on point to me. But four is a good number.

Originally Posted by Grod_The_Giant

Every time you perform an acrobatic stunt, you may recover a number of expend maneuvers equal to one half your Charisma modifier. The precise nature of an acrobatic stunt is left up to the DM to decide, but examples might include swinging from a chandelier, sliding down a banister, and so on.

I like this conceptually — mechanically, it feels far too imprecise. How about this:

"A swashbuckler thrives on momentum and risk. Every time you perform a Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Sleight of Hand, Tumble or Use Rope check during in a combat encounter, and do not take 10 or take 20, you have a chance to recover at least one maneuver. If you succeed on a check requiring a roll of at least 10, you recover maneuvers equal to half your Charisma modifier. Otherwise (if you fail or the check is insufficiently difficult) your recover only a single maneuver. You cannot recover the same maneuver two rounds in a row in this fashion, and you cannot recover maneuvers as a result of skill checks executed as part of a maneuver."

Originally Posted by Grod_The_Giant

Flamboyant Style: Swashbucklers don’t follow the sublime way in precisely the same way as other martial adepts.

Oh, that's interesting. It makes a Swashbuckler dip a very plausible choice for Rogues and scoundrel-types looking to grab Diamond Mind maneuvers, which I have no objection to.

Originally Posted by Grod_The_Giant

Supreme Finesse (Ex): At first level, a Swashbuckler gains Weapon Finesse as a bonus feat. She may apply the benefits of the feat to any one-handed weapon, provided that she has a light weapon or nothing in her off-hand.

Maybe specifically allow for paired one-handed weapons that normally allow finesse (thinblade, rapier, etc.), just so people can play horrendously inefficient Florentine swordsmen if they want to?

Originally Posted by Grod_The_Giant

Acrobatic Charge (Ex): Starting at 2nd level, a Swashbuckler can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

This is even more reason to allow for White Raven. Maybe substitute it for Setting Sun?

Originally Posted by Grod_The_Giant

Flair (Ex): At 3rd level, a Swashbuckler may add her Charisma modifier as a dodge bonus to AC. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

I feel like this could afford to come in a level or so earlier, but it's no big deal.

Originally Posted by Grod_The_Giant

Buckle Your Swash (Ex): Starting at 4th level, a Swashbuckler adds twice her Swashbuckler level as a perfection bonus to all Balance, Jump, and Tumble checks. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

Okay, so the Swashbuckler is going to succeed on all but the most absurdly difficult Balance, Jump and Tumble checks. Got it.

Originally Posted by Grod_The_Giant

Bold Stunts (Ex): Starting at 5th level, a swashbuckler no longer provokes attacks of opportunity for acrobatic stunts that she performs in combat. In addition, she may ignore an amount of damage equal to her Swashbuckler level incurred from stunts, such as falling damage from a failed Balance check, or slashing damage from smashing through a window.

I still feel like "stunts" needs a more precise definition.

Originally Posted by Grod_The_Giant

Dramatic Entrance (Ex): Beginning at 9th level, a Swashbuckler can overwhelm foes with the sheer awesomeness of her maneuvers. If she makes a dramatic entrance— smashing through a window, swinging in on a robe, and so on, in such a manner that she gains a surprise round, she may add her Charisma modifier to melee attack rolls and her Swashbuckler level to melee damage rolls until the beginning of her next turn.

Maybe just give them the bonus during all surprise rounds? I know this is intended to push the swashbuckler toward a particular play-style, but saying they only get it for surprise rounds received as part of a "dramatic entrance" seems kind of arbitrary. Rather, the swashbuckler knows how to make any surprising entrance dramatic, and how to roll with that.

Also, "a Swashbuckler can overwhelm foes with the sheer awesomeness of her maneuvers" needs to be changed. It's too internet-ish. Maybe just, "a swashbuckler knows how to make an entrance, and how to make an entrance count."

Originally Posted by Grod_The_Giant

Daring Escape (Ex): Starting at 13th level, a swashbuckler may gain the benefits of the freedom of movement spell for one round with a DC 50 Escape Artist check. For every 10 points by which her check exceeds the DC, the effect lasts for another round. Activating this ability is a swift action, but may not be done preemptively-- she must be affected by a restriction before she can escape it. (disclaimer: Buckle your Swash will be providing a +26 bonus, and max skill ranks brings that up to +41).

Buckle Your Swash, as written, does not apply to Escape Artist checks, making this an impossible check.

Originally Posted by Grod_The_Giant

Acrobatic Perfection (Ex): Starting at 20th level, a Swashbuckler can take 20 on Balance, Jump, and Tumble checks. Doing so takes no longer than the check she is attempting to make normally does.

This is very nice, but I'm not sure it should be the capstone. Seems more like a pseudo-capstone for 17th or 18th level to me.

Originally Posted by KKL

D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Originally Posted by gkathellar

The chassis looks fine, although six dead levels in a row make me cry.

I'm still trying to come up with stuff to put in them. Suggestions would be more than welcome.

If you're implementing the standard homebrew swapping mechanic, I'd also allow for White Raven — a cocky Swashbuckler shouting out orders to his allies seems entirely on point to me. But four is a good number.
<snip>
This is even more reason to allow for White Raven. Maybe substitute it for Setting Sun?

Hmm... perhaps an either-or bit.

I like this conceptually — mechanically, it feels far too imprecise. How about this:

"A swashbuckler thrives on momentum and risk. Every time you perform a Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Sleight of Hand, Tumble or Use Rope check during in a combat encounter, and do not take 10 or take 20, you have a chance to recover at least one maneuver. If you succeed on a check requiring a roll of at least 10, you recover maneuvers equal to half your Charisma modifier. Otherwise (if you fail or the check is insufficiently difficult) your recover only a single maneuver. You cannot recover the same maneuver two rounds in a row in this fashion, and you cannot recover maneuvers as a result of skill checks executed as part of a maneuver."

Oh, that's much better. Can I steal that?

Oh, that's interesting. It makes a Swashbuckler dip a very plausible choice for Rogues and scoundrel-types looking to grab Diamond Mind maneuvers, which I have no objection to.

<shrug>

Maybe specifically allow for paired one-handed weapons that normally allow finesse (thinblade, rapier, etc.), just so people can play horrendously inefficient Florentine swordsmen if they want to?

Hmm... I'll add in a line about that.

I feel like this could afford to come in a level or so earlier, but it's no big deal.

True, but I didn't want to make the class too dippable.

Okay, so the Swashbuckler is going to succeed on all but the most absurdly difficult Balance, Jump and Tumble checks. Got it.

Yup. That's the general idea.

I still feel like "stunts" needs a more precise definition.

You're probably right.

Maybe just give them the bonus during all surprise rounds? I know this is intended to push the swashbuckler toward a particular play-style, but saying they only get it for surprise rounds received as part of a "dramatic entrance" seems kind of arbitrary. Rather, the swashbuckler knows how to make any surprising entrance dramatic, and how to roll with that.

Yeah, that's probably a lot easier. Thanks.

Also, "a Swashbuckler can overwhelm foes with the sheer awesomeness of her maneuvers" needs to be changed. It's too internet-ish. Maybe just, "a swashbuckler knows how to make an entrance, and how to make an entrance count."

Ooh, that's much better! I need to stop writing these things at two in the morning.

Buckle Your Swash, as written, does not apply to Escape Artist checks, making this an impossible check.

Whoops

This is very nice, but I'm not sure it should be the capstone. Seems more like a pseudo-capstone for 17th or 18th level to me.

I dropped it in at 20th so it's evenly spaced with Acrobatic Mastery, but I'm not entirely satisfied with it as a capstone either. I just can't think of anything better.

Re: The Martial Swashbuckler (3.5, ToB, PEACH)

Updated with actual class features at higher levels! I'm actually starting to get a tad worried about the balance compared to the already-strong ToB classes, mostly in that the mechanism to recover maneuvers is a little too easy, and the class abilities are not insignificant. I've limited the number of disciplines that can be accessed, and I'm considering replacing the recovery mechanism with some sort of standard-action taunt.

But anyway, yeah. Actually finished, woo!

Last edited by Grod_The_Giant; 2012-03-18 at 09:06 PM.

Originally Posted by Grod_The_Giant

Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Skyfoot is really cool, although the language needs cleanup. Dancing Charge and Contemptuous Movement both look very cool too, and likewise Skydance, in addition to it being hilarious.

My big concern with Skyfoot/Skydance, though, is that everyone has been flying around for 8 and then 11 levels by the time either comes in. They may not actually be useful when flight is nigh-universal and even expected.

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Skyfoot is really cool, although the language needs cleanup. Dancing Charge and Contemptuous Movement both look very cool too, and likewise Skydance, in addition to it being hilarious.

My big concern with Skyfoot/Skydance, though, is that everyone has been flying around for 8 and then 11 levels by the time either comes in. They may not actually be useful when flight is nigh-universal and even expected.

It reminds me of Geppou, from One Piece. It essentially allowed someone to use the air around them as a platform for jumping, and with enough skill, just floating in midair.

Also, I'd love to see a gestalt of this with my own Runner Class (see my sig), the two fit together so well, the smart and charming swordsmen with the ability to get anywhere in a hurry, plus it makes a great Prince of Persia-style character.

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Originally Posted by GFawkes

You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.

Originally Posted by blackwind1kaze

good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

I love this! I've been wanting an effective Swashbuckler class for forever and here it is! Like gkathellar, I'm a bit iffy about Fast Talk and Lightning Words, but don't really object to them strongly.

If Jarlaxle is any class, he's this one (along with full ranks in UMD).

"Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard, Task Mage

There are very few personal problems that cannot be solved with a suitable application of high explosives.

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Originally Posted by gkathellar

Skyfoot is really cool, although the language needs cleanup.

Righto, I'll try to clear things up a touch.

My big concern with Skyfoot/Skydance, though, is that everyone has been flying around for 8 and then 11 levels by the time either comes in. They may not actually be useful when flight is nigh-universal and even expected.

Yeah... I had noticed that, but they are exceptionally silly abilities for an otherwise mostly mundane class, and...well... I also didn't see a good way to fit them in earlier.

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Wow, I was just starting to make a similar class. Full BAB - Dexterity & Charisma based (There really should be more Charisma based classes that are not spontaneous casters).

Now, seeing how cool this looks, I'll probably not bother! So I'll just give ideas and annoy people in general.

How about adding Force of Personality as a bonus feat somewhere? It sure fits the fluff. Or something to leave a mark in an enemy, in the best zorro style, which in turn, grants a morale bonus for the swashbuckler against said enemy? Maybe on a critical or something

EDIT: Nevermind, just noticed Dashing Soul works just like Force of Personality!

I can't stand my own grammar mistakes. So if one of my posts has 4+ edits, chances are I fixed 4+ different typos.
I seem to find another one every time I read one of my posts!

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

It's a nice idea, but I tried to stay away from combat actions-- he receives such things aplenty, with 12 maneuvers known.

Indeed he does. What if the mark had no real benefit in combat, but after it?

Like:

When the swashbuckler's confirms a critical, she may use a free action to "mark" the opponent. She gains a +2 bonus on Diplomacy and Intimidate against that opponent and whoever else happens to watch the fight. since they are so impressed by the swashbuckler's skills and style.

It'd be a pretty cool ability and it that does not make him much stronger in combat. You could call it "The Mark of the Fox".

I know it's kinda of silly... I just want a way to leave big Z shaped scars on male opponents and cut the dresses of female opponents.

Other things that would be cool, but probably too strong... adding Cha modifier to initiative or as a bonus to confirm criticals.

I keep trying to think about ways to give even more uses to charisma.

I can't stand my own grammar mistakes. So if one of my posts has 4+ edits, chances are I fixed 4+ different typos.
I seem to find another one every time I read one of my posts!

Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

Not bad at all. I'm definately going to try to get my DM to let me use this in a later game. As a suggestion, you could try switching one or two of the current disciplines with either Oncoming Storm, Scarlet Bravura, or Dancing Leaf for more of a swashbuckling bravado feeling.